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prototype 2 trainer(only 1 option working at a time)

 
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Ayush
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Joined: 25 Jan 2014
Posts: 24

PostPosted: Sat Jan 25, 2014 12:15 pm    Post subject: prototype 2 trainer(only 1 option working at a time) Reply with quote

only one option working at a time how to make for both please help......

Infinite health:
Code:
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(infinitehealth)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
cmp [esi+34],1
je infinitehealth
jmp originalcode

infinitehealth:
push eax
mov eax,[esi+14]
mov [esi+0C],eax
pop eax
jmp exit

originalcode:
movss [esi+0C],xmm0
jmp exit

exit:
jmp returnhere

"prototype2engine.dll"+712CA0:
jmp newmem
returnhere:
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"prototype2engine.dll"+712CA0:
movss [esi+0C],xmm0
//Alt: db F3 0F 11 46 0C




one hit kill:
Code:
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048)
label(returnhere)
label(onehitkill)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
cmp [esi+34],2
je onehitkill
jmp originalcode

originalcode:
movss [esi+0C],xmm0
jmp exit

onehitkill:
mov [esi+0C],0
jmp exit

exit:
jmp returnhere

"prototype2engine.dll"+712CA0:
jmp newmem
returnhere:

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"prototype2engine.dll"+712CA0:
movss [esi+0C],xmm0
//Alt: db F3 0F 11 46 0C




I have also attached the table please help...



prototype2.CT
 Description:

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 Filename:  prototype2.CT
 Filesize:  125.53 KB
 Downloaded:  1769 Time(s)

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++METHOS
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Posts: 4197

PostPosted: Sat Jan 25, 2014 1:26 pm    Post subject: Reply with quote

This should get you there, it's the dirty way, but it should work:

Code:
[ENABLE]
alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(infinitehealth)
label(onehitkill)

newmem:
cmp [esi+34],1
je infinitehealth
cmp [esi+34],2
je onehitkill
jmp originalcode

onehitkill:
cmp [esi+0C],0
je originalcode
mov [esi+0C],0
jmp returnhere

infinitehealth:
push eax
mov eax,[esi+14]
mov [esi+0C],eax
pop eax
jmp returnhere

originalcode:
movss [esi+0C],xmm0
jmp returnhere

"prototype2engine.dll"+712CA0:
jmp newmem
returnhere:
 
[DISABLE]
dealloc(newmem)
"prototype2engine.dll"+712CA0:
movss [esi+0C],xmm0
//Alt: db F3 0F 11 46 0C   


The better way would be to incorporate options that will give you more control and allow you to run one without the other. If you need help setting it up that way, I can show you how.
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Ayush
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Joined: 25 Jan 2014
Posts: 24

PostPosted: Sun Jan 26, 2014 12:51 am    Post subject: yeah i need to knw how to make them independent Reply with quote

please tell me how to make them independent so that i can turn on one or both as i want to ....

I understood the combined one, thanks for that.
I understand that the problem is that i want to insert two codes at a single memory address but still how to do that....
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++METHOS
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PostPosted: Sun Jan 26, 2014 1:08 am    Post subject: Reply with quote

There are a few ways you can do it. Try this:

F1 = Activate

F5 = Enable Infinite Health
F6 = Disable Infinite Health

F7 = Enable One-Hit Kills
F8 = Disable One-Hit Kills



Prototype2.CT
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 Filename:  Prototype2.CT
 Filesize:  3.04 KB
 Downloaded:  1428 Time(s)

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Ayush
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Posts: 24

PostPosted: Sun Jan 26, 2014 5:59 am    Post subject: how to set hotkeys for these registers Reply with quote

how to toggle values for registers using hotkeys as there is only the option to toggle script and not register values
Cool
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AltairPL
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PostPosted: Sun Jan 26, 2014 10:50 am    Post subject: Reply with quote

apparently ++METHOS forgot to save table with two additional scripts handling new values, they should look like this:

script for Infinite Health should look like this (add F5/F6 hotkeys)
Code:

[ENABLE]
enable_health:
dd 1

[DISABLE]
enable_health:
dd 0


script for One-Hit Kills should look like this (add F7/F8 hotkeys)
Code:

[ENABLE]
enable_onehitkill:
dd 1

[DISABLE]
enable_onehitkill:
dd 0


sorry for cutting in, ++METHOS Wink
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++METHOS
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Joined: 29 Oct 2010
Posts: 4197

PostPosted: Sun Jan 26, 2014 12:33 pm    Post subject: Reply with quote

Ayush wrote:
how to toggle values for registers using hotkeys as there is only the option to toggle script and not register values
Cool
-Once you have activated the script by hitting F1, all you should have to do is hit F5 to enable infinite health and F7 to enable one-hit kills.

AltairPL wrote:
apparently ++METHOS forgot to save table with two additional scripts handling new values
-I did not forget anything of the sort. It is possible that I overlooked something, as I don't have this game to test. But you are incorrect about my table; there is no need to include additional scripts.
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AltairPL
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PostPosted: Sun Jan 26, 2014 2:22 pm    Post subject: Reply with quote

++METHOS wrote:
(...)
-I did not forget anything of the sort. It is possible that I overlooked something, as I don't have this game to test. But you are incorrect about my table; there is no need to include additional scripts.

My bad, I still keep forgetting that CE doesn't distinguish list elements with childs Confused .
I mentioned scripts, because I usually use single hotkey for toggle, and afaik scripts are the only (or simplest) way to do this.
Once again sorry for my mistake.
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mgr.inz.Player
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PostPosted: Mon Jan 27, 2014 9:46 am    Post subject: Reply with quote

"single hotkey for toggle, and afaik scripts are the only (or simplest) way to do this"

@AltairPL, there are other ways. One method I'm using quite often is:

Code:
(...)
and byte ptr [enable_onehitkill],01
jz originalcode
(...)


And one hotkey: "Increase Value by 1"

if enable_onehitkill == 0 then zero flag is set (it will jump to originalcode)
if enable_onehitkill == 1 then zero flag is clear
if enable_onehitkill == 2 then zero flag is set

Because I used AND instead of TEST, "enable_onehitkill" will immediately (if "main script" is enabled and injected code is executed quite often) change from 2 to 0.


So, scripts are the "simplest way" (for some) to turn on and off with single key, not the only way.


The another way is: Lua script

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Ayush
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Joined: 25 Jan 2014
Posts: 24

PostPosted: Tue Jan 28, 2014 1:43 am    Post subject: Reply with quote

Thanks to all....
for their replies....

@++methos i don't understand the hotkeys are not working only f1 is working rest aern't .....

As i can see you have created only one hotkey and i have to change 0 and 1 in the script every time i want to enable or disable one of the two options but what i want is to make them independent like in usual trainers so that i can activate anyone or both according to my need and that too with hotkeys.....
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++METHOS
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Joined: 29 Oct 2010
Posts: 4197

PostPosted: Fri Jan 31, 2014 1:11 pm    Post subject: Reply with quote

Ayush-

Highlight the script in your cheat table, and use the 'right arrow' key to see the child entries. You will see, by right-clicking these entries, that hotkeys have been assigned to change their values. Once you hit 'F1' to activate the trainer/script, all you should have to do is use the corresponding hotkeys to enable/disable the cheats as you would with any standard trainer. If you want a single hotkey for toggling each cheat, then you will have to set it up as AltairPL suggests.

Like I said, I may have overlooked something because I do not have this game to test. So, if something isn't working, let me know and I'll have another look at it.
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Ayush
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Joined: 25 Jan 2014
Posts: 24

PostPosted: Fri Jan 31, 2014 1:19 pm    Post subject: Reply with quote

Thanks so much ++METHOS and surely a ++Rep for you as soon as i am 20 posts old....
Cool Cool Cool Cool
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